Page 68 - Dungeon Master's Guide
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                                                              who has seen the Far Realm mutters about eyes,
             SIGIL,  CITY  OF DOORS
            At the center of the Outlands, like the axle of a great   tentacles. and horror.
            wheel, is the Spire-a needle-shaped mountain that   The Far Realm has no well-know;n portals, or at least
             rises high into the sky. Above this mountain's narrow   none that are still viable. Ancient elves once opened a
            peak floats the ring-shaped city of Sigil, its myriad   vast portal to the Far Realm within ~ mountain called
            structures built on the ring's inner rim. Creatures   Firestorm Peak, but their civilizatioi  imploded in bloody
            standing on one of Sigil's streets can see the city curve   terror and the portal's location-eve  its home world- is
                                                                                            1
            up over their heads and- most disconcerting of all-the   long forgotten. Lost portals might still exist, marked by
            far side of the city directly overhead. Called the City of   an alien magic that mutates the area kround them.
            Doors, this bustling planar metropolis holds countless
            portals to other planes and worlds.               KNOWN WORLDS dF THE
              Sigil is a trader's paradise. Goods, merchandise, and                       I
            information come here from across the planes. The city   MATERIAL PLANE
            sustains a brisk trade in information about the planes,   Worlds of the Material Plane are infinitely diverse. The
            particularly the command words or items required for   most widely known worlds are the ones that have been
            the operation of particular portals. Portal keys of all   published as official campaign settings for the D&D
            kinds are bought and sold here.                   game over the years. If your campaign takes place on
              The city is the domain of the inscrutable Lady of Pain,   one of these worlds, that world belongs to you in your
            a being as old as gods and with purposes unknown to   campaign. Your version of the world can diverge wildly
            even the sages of her city. Is Sigil her prison? Is she the   from what's in print.
            fallen creator of the multiverse? No one knows. Or if   On Toril (the heroic-fantasy world of the Forgotten
             they do, they aren't telling.                    Realms setting), fantastic cities and kingdoms stand
                                                              amid the remains of ancient empires and realms
             DEMIPLANES                                       long forgotten. The world is vast, its dungeons rich
            Demiplanes are extradimensional spaces that come   with history. Beyond the central continent of Faerun,
            into being by a variety of means and boast their own   Tori! includes the regions of Al-Qadim, Kara-Tur,
             physical laws. Some are created by spells. Others exist   and Maztica.
                                                                On Oerth (the sword-and-sorcery world of the
             naturally, as folds of reality pinched off from the rest
            of the multiverse. Theoretically, a plane shift spell can   Greyhawk setting), heroes such as Bigby and
            carry travelers to a demiplane, but the proper frequency   Mordenkainen are driven by greed or ambition. The
            required for the tuning fork would be extremely hard to   hub of the region called the Flanaess is the Free City of
            acquire. The gate spell is more reliable, assuming the   Greyhawk, a city of scoundrels and arch magi, rife with
            caster knows of the demiplane.                    adventure. An evil demigod, Iuz, rules a nightmarish
              A demiplane can be as small as a single chamber or   realm in the north, threatening all civilization.
             large enough to contain an entire realm. For example,   On Krynn (the epic-fantasy world of the Dragonlance
            a Mordenkainen's magnificent mansion spell creates a   setting),. the return of the gods is overshadowed by the
            demiplane consisting of a foyer with multiple adjoining   rise of the evil dragon queen Takhisis and her dragons
             rooms, while the land of Barovia (in the Ravenloft   and dragonarmies, which plunge the continent of
            setting) exists entirely within a demiplane under the   Ansalon into war.
            sway of its vampire lord, Strahd von Zarovich. When a   On Athas (the sword-and-sorcery world of the Dark
                                                              Sun setting), a drop of water can be worth more than a
            demiplane is connected to the Material Plane or some
            other plane, entering it can be as simple as stepping   human life. The gods have abandoned this desert world,
            through a portal or passing through a wall of mist.   where powerful sorcerer-kings rule as tyrants, and
                                                              metal is a scarce and precious commodity.
            THE FAR REALM                                       On Eberron (the heroic-fantasy world of the Eberron
                                                              setting), a terrible war has ended, giving rise to a cold
            The Far Realm is outside the known multiverse. In   war fueled by political intrigue. On the continent of
            fact, it might be an entirely separate universe with its   Khorvaire, magic is commonplace, dragonmarked
            own physical and magical laws. Where stray energies   houses rival kingdoms in power, and elemental vehicles
             from the Far Realm leak onto another plane, matter   make travel to the far corners of the world possible.
             is warped into alien shapes that defy understandable
                                                                On Aebrynis (the heroic-fantasy world of the
            geometry and biology. Aberrations such as mind flayers
                                                              Birthright setting), scions born from divine bloodlines
             and beholders are either from this plane or shaped by its   carve up the continent of Cerilia. Monarchs, prelates,
            strange influence.
                                                              guildmasters, and great wizards balance the demands
              The entities that abide in the Far Realm itself are   of rulership against the threat of horrible abominations
             too alien for a normal mind to accept without strain.
                                                              born from the blood of an evil god.
            Titanic creatures swim through nothingness there, and
                                                                On Mystara (a heroic-fantasy world born out of the
             unspeakable things whisper awful truths to those who
                                                              earliest editions of the D&D game), diverse cultures,
             dare listen. For mortals, knowledge of the Far Realm
                                                              savage monsters, and warring empires collide.
             is a struggle of the mind to overcome the boundaries of
                                                              The world is further shaped by the meddling of the
             matter, space, and sanity. Some warlocks embrace this
                                                              Immortals- former adventurers raised to nearly
            struggle by forming pacts with entities there. Anyone
                                                              divine status.
             CHAPTER 2  I CREATING A  MULTIVERSE
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